Both are issues that will change the game to a better playability. Allow ships to attack other ships (but not to conquer planets) in planets, limit number of ships that can orbit a planet or a wp, give non-pros a small jumpdrive (60 or 90 ly for example), allow H8 drives for H4 ships or more types of H4 ships... a light one with only 1 T6 and D8's, a heavy one with only d4's and 4 T6... (main reason is that 60 ly is normally not enought to travel between planets), etc...

Hard limits are not good. We need to strengthen splitted-fleet-strategies in some another way, e.g. increase warplanet mobility to allow pirate-style hit-and-run attacks.
Suggestions are more than welcome

Bye,
Maelstroem_________________Commander Maelstroem in the house Nemesis

Hard limits are not good. We need to strengthen splitted-fleet-strategies in some another way, e.g. increase warplanet mobility to allow pirate-style hit-and-run attacks.
Suggestions are more than welcome

Bye,
Maelstroem

How then about making the actual movement range per turn of a WP dependent of the number of ships (or alternatively CP) carried? WPs could have a higher movement range with less ships (CP), and a more limited movement range with too many ships (CPs)?

I like the idea of ship to ship combat(no planet capture, of course), without the need for WPs.

Would this really occur that much though?

Its seems fairly seldom that lots of ships are just hanging around on planets, and less that they are within the simple proximity of an enemies ships. And, a player that would be attacked, could merely move his ships, hence forching the enemy's wp to come, hence no diffrence... Also, this would be a bit of an annyonance, as for those with many planets, while at war, I dont think many people would like to go clicking around on hundrends of planets searching for some enemy squadron... Of course a system could be make to accomedate this, but it just dosent seem that worth it/beneficial...

The main problems I see are:

Lack of potiential occurance
Lack of difinitive strategy element that can be utilized

How then about making the actual movement range per turn of a WP dependent of the number of ships (or alternatively CP) carried? WPs could have a higher movement range with less ships (CP), and a more limited movement range with too many ships (CPs)?

It seems that this wouldent work too well because:

A simple, though annoyingly time consuming/redudent remedy for all that (for a player to bypass these parameters) would be to have there wp going along w/ less ships, and have the other ships fly along via planets, and when your going to attack, just have them all coordinate, but some ships come from planets, some from the wp.

Of course, they couldnt then jump in large fleets, but what would you do w/ the jump drive in this situation anyway?

Personaly, it seems as though this would just un justifiably/beneficialy complicate the game withough stratigic betterment...

How then about making the actual movement range per turn of a WP dependent of the number of ships (or alternatively CP) carried? WPs could have a higher movement range with less ships (CP), and a more limited movement range with too many ships (CPs)?

It seems that this wouldent work too well because:

A simple, though annoyingly time consuming/redudent remedy for all that (for a player to bypass these parameters) would be to have there wp going along w/ less ships, and have the other ships fly along via planets, and when your going to attack, just have them all coordinate, but some ships come from planets, some from the wp.

Of course, they couldnt then jump in large fleets, but what would you do w/ the jump drive in this situation anyway?

Personaly, it seems as though this would just un justifiably/beneficialy complicate the game withough stratigic betterment...

Just my 2Ęs...

well... that's already a clever option to have the h9 and h10 flying behind the WP, so the enemy dont see them

the enemy think they have a perfect chance to attack the h1,h4,h11 which are sitting on a WP, and so they attack the WP
Then you send your h10/9 back to the WP the same turn and slaughter the enemies attack with a full fleet

and PS - i think the suggestion was about attacking, so if you are entering deep into enemy territory, you havent got enough planets to keep hopping the fleet

=> attack with many ships = slow
=> attack with few / defend with lots = fast_________________Major alphabravo in the house Thalgados-Sissyhood

I like the idea of ship to ship combat(no planet capture, of course), without the need for WPs.

...And, a player that would be attacked, could merely move his ships, hence forching the enemy's wp to come, hence no diffrence...

How about this: If ship A attacks ship B and ship B moves on the same tiurn, the attack still happens if ship B's destination is within ship A's range.

Maelstroem wrote:

Hard limits are not good. We need to strengthen splitted-fleet-strategies in some another way, e.g. increase warplanet mobility to allow pirate-style hit-and-run attacks.
Suggestions are more than welcome

One way to encourage more WPs to be more active would be to reduce the number of planets taken when a player's WP is taken.